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Messages - FiveBalesOfHay

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1
I figure any door is as good as any other door.

2
Spoiler (click to show/hide)

3
we're back hell yeah

4
However, "Jungle" and "Savanna" aren't habitats, but what "Forest" and "Grassland" habitats are called when the climate is warm. I assume magma will probably just fix that when adding the species, though.
Fixed

5
Speciate Primum Saltusus:

Quote from: Saltusus Humus
Diet: Herbivore
Climate: Warm
Habitat: Forest
Limbs:
   -Front: Digging claws (+1 Herbivore)
   -Back: Legs
Tail: Tail
Adaptations:
   -Prey Eyes (+2 Herbivore, -2 Carnivore)
   -Large Snout (+2 Forest)
   -Rapid Growth (+1 Forest, -1 Desert)
Quote from: Saltusus Scandere
Diet: Herbivore
Climate: Warm
Habitat: Forest
Limbs:
   -Front: Climbing Claws (+1 Forest)
   -Back: Legs
Tail: Tail
Adaptations:
   -Prey Eyes (+2 Herbivore, -2 Carnivore)
   -Strong Sense of Smell (+1 Forest)
   -Folivorous (+1 Forest, -2 Plains, -2 Desert)
Quote from: Saltusus Gramen
Diet: Herbivore
Climate: Warm
Habitat: Plains
Limbs:
   -Front: Digging claws (+1 Herbivore)
   -Back: Legs
Tail: Tail
Adaptations:
   -Prey Eyes (+2 Herbivore, -2 Carnivore)
   -Strong Sense of Smell (+2 Forest)
   -Large (+1 Herbivore)

6
In.

I assume late joiners speciate off another player's animal like the last game?

Speciate Primum Diggus

Quote from: Primum Saltusus
Diet: Herbivore
Climate: Warm
Habitat: Jungle
Limbs:
   -Front: Digging claws (+1 Herbivore)
   -Back: Legs
Tail: Tail
Adaptations:
   -Prey Eyes (+2 Herbivore, -2 Carnivore)
   -Strong Sense of Smell (+1 Forest)

7
Forum Games and Roleplaying / Re: DIYCCG - Team One
« on: December 01, 2023, 08:46:01 pm »
Okay, so of the four tied cards I can vote for… mining laser is useless. I think industrial automaton is also very weak; sure, it can kill NIW forever, but all it takes is 20 damage and it’s dead. Combine that with the low damage output and I think I’d rather have a Basic Mook. Then there’s rad reflection, which is rather useful in a green deck, but I think our pure rad generation can handle rad triggers. Red card is very versatile and also combos with the green deck playstyle, and let’s us use our rad superiority to keep their strong critters down. Thus i’m voting for red card.

Quote from: Votebox
(2) Fabrication Drone: Fallacy, Kashyyk
(1) Mining Laser: Fallacy
(2) Architect Drone: Bales, Fallacy
(1) Acidic Slime: Bales
(1) Ravenous Swarm: Bales
(3) National Museum: Bales, Fallacy, Kashyyk
(1) Industrial Automaton: Kashyyk
(1) Rad Reflection: Kashyyk
(2) Red Card: Kashyyk, Bales


Appeals:
Fallacy - Quickplay - Quickplay should only be used once per turn.

8
Should we skip Brangerlon?

9
Forum Games and Roleplaying / Re: DIYCCG - Team One
« on: November 26, 2023, 01:22:59 pm »
Quote from: Votebox
(1) Fabrication Drone: Fallacy
(1) Mining Laser: Fallacy
(1) Architect Drone: Bales
(1) Acidic Slime: Bales
(1) Ravenous Swarm: Bales
(1) National Museum: Bales

I think Mining Laser would need a huge buff to be good. If we use it against them, it's like a worse version of JoL, and if we sacrifice one of our own stickies, it's like a worse version of Tedious Research.

11
Forum Games and Roleplaying / Re: DIYCCG - Team One
« on: November 24, 2023, 10:45:29 am »
I think we could use more mid-range green critters.
Quote
Name: Hardening Ooze
Cost: 2 Rads
Color: Green/Black
Type: Critter - Ooze
Effect:
Whenever you gain rad, place an armor token on Hardening Ooze.
Hardening Ooze has armored equal to 5 times the number of armor tokens on it.
Strength/Vitality: 30/30
Quote
Armored X: ignore the first X damage from any source.

Quote
Name: Lightning Ooze
Cost: 3 Rads
Color: Green/Yellow
Type: Critter - Ooze
Effect:
Whenever you gain rad, deal 10 damage to a randomly chosen enemy critter.
Strength/Vitality: 30/20

Quote
Name: King Ooze
Cost: 4 Rads
Color: Green/Pink
Type: Critter - Ooze
Effect:
Whenever you gain rad, King Ooze and a randomly chosen critter you control gain 10 vitality.
Strength/Vitality: 50/30

12
Forum Games and Roleplaying / Re: DIYCCG
« on: November 23, 2023, 10:17:30 am »
I'm joining team one.

13
Tunnelmaker yarom: further language skills, becoming able to create new languages and learn new words
Speciate treehouse beaveel:
- a: grow larger and send to Bir Shallows
- b: gain green camouflage to hide among the algae
Treehouse beaveel a: build tunnels only in the less vital areas of algae spires and underneath their roots, allowing the spire to survive inhabitation
SS: Treehouse beaveel a: Designate a small group of breeding pairs for every colony, and have them release pheromones to prevent other beaveels from reproducing

14
FiveBalesOfHay
1: Herbivory for Treehouse Yarom
2: Resin for Tunneler Yarom
3: Better coordination for Mob Yarom
SS: Speech for Tunneler Yarom (but they can't hear?)
I thought I gave them ears sometime... oh well.
SS: Give Tunneler Yarom hearing.

15
1. Treehouse yarom: Lose ability to digest meat and become fully herbivorous.
2. Tunneler yarom: Secrete from the mouth a slimy substance that quickly hardens. Cover the walls of tunnels with this to reinforce them against earthquakes and make them harder to dig out.
3. Mob yarom: Develop semi-coordinated hunting patterns to surround prey and more easily hunt.
SS: Tunneler yarom: Develop speech.

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